Chronicles of Arcania: B/X Homebrew game.

Game Master Peet

Lost in the desert! The party gets separated from a desert caravan during a sandstorm. Parched and starving, they stumble on a ruined city in the middle of the desert. The pyramid at the center of the city seems mostly intact, and they find a secret door leading inside...

Tier 1 Map | Tier 2 Map | Tier 3 Map | Tier 4 Map | Tactical Map | Party Loot Spreadsheet
FIRE BEETLE NEST MAP

Initiative: Ana, Brathas.


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Dark Archive

Rerolling (I really want to play an elf).

4d6 ⇒ (2, 4, 2, 2) = 10 Str = 8
4d6 ⇒ (2, 5, 1, 1) = 9 Int = 8
4d6 ⇒ (5, 1, 4, 5) = 15 Wis = 14
4d6 ⇒ (2, 2, 2, 4) = 10 Dex = 8
4d6 ⇒ (6, 2, 2, 2) = 12 Con = 10
4d6 ⇒ (1, 6, 6, 6) = 19 Cha = 18

I think that qualifies for a reroll (three stats below 9).

4d6 ⇒ (6, 6, 1, 5) = 18 Str = 17
4d6 ⇒ (6, 4, 6, 6) = 22 Int = 18
4d6 ⇒ (2, 2, 3, 4) = 11 Wis = 9
4d6 ⇒ (2, 4, 2, 2) = 10 Dex = 8
4d6 ⇒ (6, 4, 3, 5) = 18 Con = 15
4d6 ⇒ (1, 3, 1, 5) = 10 Cha = 9

That's better. Not the archer I was imagining, but a well-rounded elf, nonetheless. I'll run with it.


Are you able to send me some info on the Alphatians? Is the "specialty" spell in addition to the normal lvl 1 spell I could cast? Also, what would the lvl 2 "special" spell be, just in case we get to that point? My initial reaction is to go with a "Low" Alphatian and throw magic lightning bolts around all the time.


FYO the character sheet is too long to show up in a reply.


Rejigging my gal's profile to reflect your suggestions LC DM

Btw - looking forward to the dynamic between the Alphatian Magician and my Thyatian Cleric ;)

Dark Archive

Hit Points: 1d6 + 1d4 + 4 ⇒ (5) + (3) + 4 = 12
Money: 3d6 ⇒ (6, 4, 6) = 16 x 10 = 160 gp

Character sheet will follow. Also, how many spells do elves begin play knowing?


This is WhtKnt's character. She's almost done, just lacking spells (see my question above) and a background, which I will post later.


Ferrous has been updated. Also if you have a lot of stuff he is a pretty decent mule and can carry a lot of weight. I expect that he will be carrying sacks and sacks of treasure at some point.

Dark Archive

WhtKnt wrote:
That's better. Not the archer I was imagining, but a well-rounded elf, nonetheless. I'll run with it.

@ Anastoria

Hmmm... a kind of clumsy elf.

If you would prefer, I'll allow you to swap DEX and CON, though this will put you with very low HP compared to most of the party - sort of frail but nimble. Whereas keeping the CON makes her more viable as a front line fighter. Your call.

AGamer70 wrote:
Are you able to send me some info on the Alphatians? Is the "specialty" spell in addition to the normal lvl 1 spell I could cast? Also, what would the lvl 2 "special" spell be, just in case we get to that point? My initial reaction is to go with a "Low" Alphatian and throw magic lightning bolts around all the time.

@ AGamer70

Okay, I'll give you the basic thrust here.

Essentially a magic specialty is like a 3.5/PF cleric's ability to swap out a prepared spell for a cure spell, only each specialty has a different list (and in fact clerics get the "life" specialty automatically, which does cure spells). Most of the lists have gaps at some levels.

Lightning doesn't get one at 2nd, but if you read the boosting rules you will see that boosting magic missile to second level is still quite a viable spell. At 3rd level you get lightning bolt, at 4th you get dimension door, etc. so electrical and teleportation effects.

Fire gets control fire at first level, heat ray at second level, fireball at third, wall of fire at fourth, and so on.

Air gets control air at first level, freeze ray at second, fly at third, ice storm at fourth, and so on, so wind and cold effects generally.

Thylla Vistorix wrote:
Btw - looking forward to the dynamic between the Alphatian Magician and my Thyatian Cleric ;)

@ Thylla

Actually, you wouldn't need to worry about that too much.

For the record, when the Known World was expanded to include Alphatia, they created a timeline to explain why the Empire of Thyatis was so small by putting almost all of the Empire off the original map.

My solution to this problem was to change the scale of the original map (which should have been done in the first place, really). The result made the canon interaction between Thyatis and Alphatia unnecessary and a little illogical, so I have changed the timeline.

The humans of the "Known World" have only recently begun to be aware of the Empire of Alphatia. As magically powerful colonists on a new world, the Alphatian empire has spread through magical domination and subjection of local humanoid races. Most of the former inhabitants of the Empire of Alphatia are non-humans. The territory of the Alphatian Empire is known as a pretty savage region which people are now realizing is subject to a mysterious empire with cities in the interior.

AGamer70: the result is if you play a "Low" Alphatian, most people would mistake you for a member of the Atruaghin Clans at first (who have similar skin tone and hair). Many people have heard the term "Alphatia" but few people know much about it, though they have probably heard about the flying ships of the Alphatians.

Have a look at the map if you like... I posted a link earlier in this thread.

Quote:

My Map of the "known World" section of Arcania is not complete, but here's most of it: ARCANIA MAP. The map is hexless (I thought it looked nicer that way) but you can see where the hexes are and they are about 60 miles per hex.

Some discussion of the world can be found here: ARCANIA on MYSTARA FORUMS


Lost City DM wrote:
WhtKnt wrote:
That's better. Not the archer I was imagining, but a well-rounded elf, nonetheless. I'll run with it.

@ Anastoria

Hmmm... a kind of clumsy elf.

If you would prefer, I'll allow you to swap DEX and CON, though this will put you with very low HP compared to most of the party - sort of frail but nimble. Whereas keeping the CON makes her more viable as a front line fighter. Your call.

I'll keep her as is. She wanted all her life to be an archer but was just too clumsy, so she became the best front-line warrior she could be. It's a point of contention for her; something that she is quite bitter about.

How many spells do elves begin play knowing?

Dark Archive

For All Spellcasters:
(in response to Anastoria's question, but for Thylla and possibly AGamer70 as well)

Spellcasters:

Okay, here's the deal with starting out as a spellcaster.

B/X originally combined the disadvantages of prepared casters and spontaneous casters, in that your spellbook only had as many spells in it as you had spells per day.

I'm doing away with that, but at 1st level you do start with only one spell known. I know that kind of sucks, but there are only 12 to choose from. The limited spell list was in my mind one of the big advantages of B/X. Every time you gain a spell per day you also gain a spell known, but you can also copy other spells into your book.

Sleep, magic missile, and charm person are probably the optimal choices, though binding (the reverse of protection from evil) is a summoning spell that can conjure a combat creature.

Remember that you have an innate ability to detect your type of magic and to read magical scrolls of your type. There is a success roll though so casting read magic or detect magic can be useful if you don't want to have to roll, but you don't need those spells the way you did in 1e.

I like spontaneous casters and wanted to have them, so that is an option. You will need to choose between spontaneous and prepared casting when you can cast a 1st level spell (so Thylla can wait until she is 2nd level before choosing).

The rules for clerics and magicians are exactly the same when it comes to how spells work and are obtained. Prepared magicians (wizards) have a spellbook, and prepared clerics (priests) have a "prayer book" that works exactly the same (remember you don't need immortals to get spells). On the other hand, spontaneous magicians (sorcerers) have a spell focus called a talisman, whereas spontaneous clerics (prophets) use their holy symbol as their spell focus. If wizards get hosed by losing their spell book, it seemed that sorcerers should be tied to an object they have to protect in the same way.

You won't need to shell out any cash for a spellbook, prayer book, or talisman. Clerics need a holy symbol for turning undead so you still have to buy those.

Look over the first few pages of these for general magic rules.

IMPORTANT NOTE: If your casting score is 17+ then you will have an extra spell per day at 1st level, though spells known will still be the same. See the table in the magic article.

MAGIC AND SPELLS

Dark Archive

New Update: Basically complete characters we have so far:

Thylla Vistorix, a lawful female cleric, and
Ferrous Grimgond, a neutral male dwarf.
Montague, a chaotic male thief.
Anastoria, a neutral female elf.

Mostly Complete:

Fist WeiQuan, a male mystic.

Other incomplete characters:
AGamer70 - possibly a magician or Alphatian
GM Tribute - unknown

We had three drop out but three more people have dropped in, so we'll go with what we have... if anyone else drops in they can be an alternate.

Players who have withdrawn:

Archlich plans to play a Lupin withdrawn.
GM_Panic might play an Alphatian/Magician withdrawn.
Spazmodeus hasn't chosen a class but has a lot of options. withdrawn.


LC DM Ferrous is updated as you pointed out. Thanks for pointing out the need for two hands with the sling. I switched to a pair of throwing axes. I lost the silver weapon though so hopefully someone else took some silver weapons. Also picked up some more gear in the way of a rope and set of bandages. Still at Medium encumbrance. With his 20' move and infravision I see Ferrous as being a rear guard of the party able to peer behind the group into the darkness and see the wandering creatures about to pop out from nowhere.


AGamer70 wrote:


Str 12
Int 16
Wis 13
Dex 14
Con 15
Chr 10

Dropping Str and Wis by 2 each to add 2 to Int for 10/18/11/14/15/10

HP: 1d3 + 2 + 1d4 + 2 ⇒ (3) + 2 + (2) + 2 = 9

Gold: 3d6 ⇒ (1, 1, 1) = 3 x 10 = 30 wow, good thing I don't need much equipment.

Going with Alphatian, just need to decide which one. Fire is tempting, but probably stay with lightning.

Dark Archive

AGamer70 wrote:

30 wow, good thing I don't need much equipment.

Going with Alphatian, just need to decide which one. Fire is tempting, but probably stay with lightning.

Okay, looks good. For the record there is 5 gp still in the "party pool" that was donated by Fist WeiQuan. I think you qualify as "in need."

A "fast pack" is probably still out of your cash reach though unless you get more money from someone. You can just buy stuff separately off the list; just make sure your gear includes at least one waterskin and a week of normal rations. Most ordinary supplies will be provided on the Caravan.

Also for the record: the "Low Alphatians" are part of the empire, and they are magicians, but they are looked down on by the "high" Alphatians who consider air magic to be more "pure." If you are a Low Alphatian this could be your reason for traveling.

"Flaemens" are from the same species but do not any commonality with the Empire of Alphatia at all (thanks to an ancient schism) and founded the Principalities of Glantri long ago.

Dark Archive

Okay, guys... if your character is ready please move any more comments over to the Discussion and Gameplay threads.

There are also some general rules in the Discussion thread (and on the campaign info page) to look over.

Now we're just waiting for:
* Fist WeiQuan to finish his character
* AGamer70 to do up his character
* hear back from GM Tribute

Grand Lodge

Fraid I am out Lost City but good luck with the game


Here is the initial go for AGamer70's character. A few questions:

I didn't see any rules re: perception. Do I have a 1 in 6 base?

I didn't understand the success roll for a cantrip. Can you please explain?

I'm assuming Alphatian's have the same equipment restrictions as magicians. The Dart is listed as a weapon, but no info is given on the equipment page.

Lastly, my equipment includes writing equipment as it would seem reasonable that a wizard would need such things. However, with my limited resources, it limits my ability to buy other equipment. Is this something that I need?

I still need to work on background and clean-up my sheet.

Let me know if anything needs to be changed.


I think some one in our party should have writing implements and parchment or who is making the map?
I have a spare gp for the group and someone else offered up more. I would say spend the group gold on some writing stuff would be good for the group and makes sense that the magic users would have them since you need to write in spell books.

Dark Archive

Zynazyr wrote:
I didn't see any rules re: perception. Do I have a 1 in 6 base?

Yes... all characters have a 1 in 6 chance to find something non-magical like traps or secret doors, unless your class gives you a better rating.

Which means that even if everyone only has a 1 in 6 a decent sized party still has a decent chance of finding something.

Zynazyr wrote:
I didn't understand the success roll for a cantrip. Can you please explain?

Your chance to perform a cantrip in one combat round is your INT in 6. Your INT is +3 so that's 3 in 6, or a 50% chance. At 4th, 7th, and 10th level this chance will go up by +1 in 6.

You could burn a spell slot if you wanted to guarantee success but it would rarely be worth it. Also if you are not in combat you can just spend more than one round doing it.

BTW, your chance to detect magic starts at 1 in 6, but you add your INT to your level when consulting the table. Since your INT is +3, you detect magic as a 4th level magician and that gives you a 2 in 6. Like cantrips this chance goes up every three levels past first.

Zynazyr wrote:
I'm assuming Alphatian's have the same equipment restrictions as magicians. The Dart is listed as a weapon, but no info is given on the equipment page.

Yes, Alphatians have the same gear restrictions as magic users. Hm... the dart thing is an oversight. They would do 1d3 damage and have slightly better range than daggers. If you want them you could pay 2 gp each. I'll update the weapon table.

Zynazyr wrote:
Lastly, my equipment includes writing equipment ... Is this something that I need?

As Ferrous said, it's good that someone has some, but aside from mapping it is unlikely to be critical.

Dark Archive

New Update: Basically complete characters we have so far:

Thylla Vistorix, a lawful female cleric, and
Ferrous Grimgond, a neutral male dwarf.
Montague, a chaotic male thief.
Anastoria, a neutral female elf.
Zynazyr, a neutral female elf.

Other incomplete characters:
GM Tribute - unknown

Players who have withdrawn:

Fist WeiQuan, a male mystic. withdrawn.
Archlich plans to play a Lupin withdrawn.
GM_Panic might play an Alphatian/Magician withdrawn.
Spazmodeus hasn't chosen a class but has a lot of options. withdrawn.

Okay, the party is looking pretty good. I have not heard from GM Tribute so if we get one more applicant that would be good, but I'm OK with going ahead without.

Dark Archive

Zynazyr wrote:
Let me know if anything needs to be changed.

I see you took a baton as a weapon (they are basically like a cop's nightstick). Damage for a baton is 1d4, not 1d3. If you just want to pick up a stick and use that it would do 1d3 damage, and it wouldn't cost anything (same weight as a baton).

Magicians can also use clubs and they do 1d4 and only cost 1 gp (but they are not light weapons). You probably don't want to get into melee though if you can help it.

Dark Archive

Oops... one mistake there - this should be correct.
New Update: Basically complete characters we have so far:

Thylla Vistorix, a lawful female cleric, and
Ferrous Grimgond, a neutral male dwarf.
Montague, a chaotic male thief.
Anastoria, a neutral female elf.
Zynazyr, a male Alphatian.

Other incomplete characters:
GM Tribute - unknown

Grand Lodge

Agamer suggested I try and join, so here goes...

STR: 4d6 ⇒ (1, 5, 6, 3) = 15
INT: 4d6 ⇒ (3, 1, 1, 2) = 7
WIS: 4d6 ⇒ (4, 2, 4, 2) = 12
DEX: 4d6 ⇒ (1, 3, 1, 4) = 9
CON: 4d6 ⇒ (5, 2, 3, 6) = 16
CHA: 4d6 ⇒ (6, 1, 4, 1) = 12

Grand Lodge

Ok, I'll go for a Fighter swapping CON for STR for final of

STR: 4d6 ⇒ (5, 2, 3, 6) = 16
INT: 4d6 ⇒ (3, 1, 1, 2) = 7
WIS: 4d6 ⇒ (4, 2, 4, 2) = 12
DEX: 4d6 ⇒ (1, 3, 1, 4) = 9
CON: 4d6 ⇒ (1, 5, 6, 3) = 15
CHA: 4d6 ⇒ (6, 1, 4, 1) = 12

gold: 3d6 ⇒ (2, 1, 6) = 9 x 10 = 90
hp: 1d6 + 2 ⇒ (2) + 2 = 41d4 + 2 ⇒ (3) + 2 = 5

Grand Lodge

Meh, just gonna go as a Fighter. Oops needed to be d8 for hitpoints..

hp: 1d8 + 2 ⇒ (4) + 2 = 61d4 + 2 ⇒ (3) + 2 = 5

Fistep

Male Fighter
Nationality (optional)
Level: 1
XP: 0 (+XP bonus%, next level at XXXX)
Alignment: Lawful

ABILITIES

Strength: 16 (STR +2)
Intelligence: 7 (INT -1)
Wisdom: 12 (WIS +0)
Dexterity: 9 (DEX +0)
Constitution: 15 (CON +2)
Charisma: 12 (CHA +0)

HP: 11 (1d8+1d4+CONx2)
AC: 9 (9 - [Armour Value + Block Bonus + DEX Bonus])
Progression: +0 (2/3 per level, round up)
Combat Move: XX'

SAVING THROWS
Base: F+4+2+1, A+3+0+1, C+3+0+1, D+5+0+1, H+6+2+1, W+5+0+1

FORCE: 18 20 - (Base + STR + progression)
ALERTNESS: 21 20 - (Base + INT + progression)
CHARM: 20 20 - (Base + WIS + progression)
DODGE: 20 20 - (Base + DEX + progression)
HEALTH: 18 20 - (Base + CON + progression)
WILL: 20 20 - (Base + CHA + progression)

PERCEPTION
Find Traps: N in 6
Find Secret Doors: N in 6
Hear Noise: N in 6
Other: N in 6 (i.e. detect evil, detect magic)

ATTACKS

THACO (light weapons): 20 (20 - (DEX + progression))
e.g. Dagger: Damage 1d4

THACO (normal weapons): 18 (20 - (lower of STR or DEX + progression))
e.g. Normal Sword: Damage 1d8+1

THACO (two-handed weapons): 18 (20 - (STR + progression))
e.g. Battleaxe: Damage 1d10+2


Welcome to the group. I had a few minutes and below are some notes on your character sheet. Just trying to save LC DM some time.

thzero wrote:


STR: 4d6 ⇒ (1, 5, 6, 3) = 15
INT: 4d6 ⇒ (3, 1, 1, 2) = 7
WIS: 4d6 ⇒ (4, 2, 4, 2) = 12
DEX: 4d6 ⇒ (1, 3, 1, 4) = 9
CON: 4d6 ⇒ (5, 2, 3, 6) = 16
CHA: 4d6 ⇒ (6, 1, 4, 1) = 12

Bad News: Stats are 4d6 b3 you need to subtract the lowest manually.

STR 14
INT 6
WIS 10
DEX 8
CON 14
CHA 11
Good News: These are so bad they meet the criteria of a reroll.
If a character has more than one score below 9, no scores above 14, or if the character cannot be given a Prime Requisite (see Ability Score Adjustments, below) of at least 14, the character may be discarded as unplayable, and a new set of six Ability Scores may be generated.

Now on to the sheet some of these might not apply in the future due to the above.

thzero wrote:


XP: 0 (+XP bonus%, next level at XXXX)

Don't forget to include your bonus for high PR I think 16 gives +10%

You start with 1000 XP at level 1.

thzero wrote:


Progression: +0 (2/3 per level, round up)

Round up here so progression should be 1.

thzero wrote:


SAVING THROWS
Base: F+4+2+1, A+3+0+1, C+3+0+1, D+5+0+1, H+6+2+1, W+5+0+1
FORCE: 18 20 - (Base + STR + progression)
ALERTNESS: 21 20 - (Base + INT + progression)
CHARM: 20 20 - (Base + WIS + progression)
DODGE: 20 20 - (Base + DEX + progression)
HEALTH: 18 20 - (Base + CON + progression)
WILL: 20 20 - (Base + CHA + progression)

I think something went off here. For example you should have

F:13 20-(4+2+1)

thzero wrote:


PERCEPTION
Find Traps: N in 6
Find Secret Doors: N in 6
Hear Noise: N in 6

Perception is 1 in 6 unless otherwise stated.

thzero wrote:


THACO (normal weapons): 18 (20 - (lower of STR or DEX + progression))

Bear in mind the bonus here comes from the lower of your 2 scores. So in your case 0 due to DEX. I would heavily suggest going 2-handed weapon so only STR matters.

Grand Lodge

Well since it was pointed out the dice rolls sucked once you actually dropped lowest, lets see...

STR: 4d6 ⇒ (6, 1, 5, 6) = 18 17 (lowest is 1)
INT: 4d6 ⇒ (2, 2, 5, 2) = 11 9 (lowest is 2)
WIS: 4d6 ⇒ (4, 2, 3, 3) = 12 10 (lowest is 2)
DEX: 4d6 ⇒ (2, 4, 6, 6) = 18 16 (lowest is 2)
CON: 4d6 ⇒ (4, 4, 2, 3) = 13 11 (lowest is 2)
CHA: 4d6 ⇒ (1, 5, 5, 4) = 15 14 (lowest is 1)

Grand Lodge

Fistep

Male Fighter
Nationality (optional)
Level: 1
XP: 1150 (+XP bonus%, next level at XXXX)
Alignment: Neutral

ABILITIES

Strength: 17 (STR +3)
Intelligence: 9 (INT +0)
Wisdom: 10 (WIS +0)
Dexterity: 16 (DEX +2)
Constitution: 11 (CON +0)
Charisma: 14 (CHA +1)

HP: 7 (1d8+1d4+CONx2)
AC: 7 (9 - [Armour Value + Block Bonus + DEX Bonus])
Progression: +1 (2/3 per level, round up)
Combat Move: XX'

SAVING THROWS
Base: F+4, A+3, C+3, D+5, H+6, W+5

FORCE: 12 20 - (Base + STR + progression)
ALERTNESS: 16 20 - (Base + INT + progression)
CHARM: 16 20 - (Base + WIS + progression)
DODGE: 12 20 - (Base + DEX + progression)
HEALTH: 13 20 - (Base + CON + progression)
WILL: 13 20 - (Base + CHA + progression)

PERCEPTION
Find Traps: 1 in 6
Find Secret Doors: 1 in 6
Hear Noise: 1 in 6
Other: 1 in 6 (i.e. detect evil, detect magic)

ATTACKS

THACO (light weapons): 17 (20 - (DEX + progression))
e.g. Dagger: Damage 1d4

THACO (normal weapons): 17 (20 - (lower of STR or DEX + progression))
e.g. Normal Sword: Damage 1d8+1

THACO (two-handed weapons): 16 (20 - (STR + progression))
e.g. Battleaxe: Damage 1d10+2

Grand Lodge

Thanks Ferrous... think that looks better. Damn that 10 in con. :|


Still the -2 to AC from DEX is nice. As well as no penalties at all. Put some armor on and now you can choose between shield and weapon or two handed weapon before it wasn't really a choice. There's a link to a gear page on the Campaign Info Tab.

Grand Lodge

Fistep

Male Fighter
Nationality (optional)
Level: 1
XP: 1150 (+XP bonus%, next level at XXXX)
Alignment: Neutral

ABILITIES

Strength: 17 (STR +3)
Intelligence: 9 (INT +0)
Wisdom: 10 (WIS +0)
Dexterity: 16 (DEX +2)
Constitution: 11 (CON +0)
Charisma: 14 (CHA +1)

HP: 7 (1d8+1d4+CONx2)
AC: 3 (9 - [Armour Value + Block Bonus + DEX Bonus])
Progression: +1 (2/3 per level, round up)
Combat Move: 30'

SAVING THROWS
Base: F+4, A+3, C+3, D+5, H+6, W+5

FORCE: 12 20 - (Base + STR + progression)
ALERTNESS: 16 20 - (Base + INT + progression)
CHARM: 16 20 - (Base + WIS + progression)
DODGE: 12 20 - (Base + DEX + progression)
HEALTH: 13 20 - (Base + CON + progression)
WILL: 13 20 - (Base + CHA + progression)

PERCEPTION
Find Traps: 1 in 6
Find Secret Doors: 1 in 6
Hear Noise: 1 in 6
Other: 1 in 6 (i.e. detect evil, detect magic)

ATTACKS

THACO (light weapons): 17 (20 - (DEX + progression))
Dagger: Damage 1d4

THACO (normal weapons): 17 (20 - (lower of STR or DEX + progression))
Hand axe: Damage 1d8+1
Longbow: Damage 1d8

THACO (two-handed weapons): 16 (20 - (STR + progression))

GEAR
Backpack
Normal Rations (1 week)
12 Iron Spikes
Rope (50')
Waterskin
Tinder Box
6 Torches
Bandages (10)
Dagger
Hand Axe
Longbow
20 arrows in quiver
Leather
Wooden Buckler Shield
Encumbrance: 38

COIN
GP: 1

Dark Archive

Welcome, thzero / Fistep!

Here's a few things.

Firstly, if you are going with the name "Fistep" then you might as well make a new avatar for him and select an image. There's definitely a lot of variety for pictures of human males, so have a look and pick something you like.

Math:

Your starting XP should be 1000. Your bonus to XP is +10% and you need 2000 to get to 2nd level. The +10% bonus only applies to XP you earn in the future, not to the starting amount.
AC should be 4 (but see below).
Saves look good.
Under perception, you can get rid of "Other." You won't need it as a fighter.
Hand Axe and Longbow damage should be 1d8+3. Dagger damage should be 1d4+1.

As to your character "build":

I see you have chosen the Longbow. This is a powerful weapon and most classes don't get to use it. However, the adventure is mostly a dungeon crawl and you won't get a lot of advantage out of the long range of a longbow (most of the time you will be seeing by torchlight out to only 30'). Plus, longbows are very expensive, and you will have to take off your shield to use it (the arm that holds a buckler shield leaves your hand free but you can't wield a weapon with that hand).

It's up to you; if you plan to stay in the rear and use a bow then that's fine.

But my personal recommendation would be to put your money into better armor and go for thrown weapons instead. The various thrown weapons can all be used one-handed so shield use is not a problem.

Your AC listed on the sheet is 3, but I think you have just copied Ferrous' sheet. Leather armor, Bucker shield, and DEX +2 will grant AC 4 - which is decent, but not outstanding.

Studded Leather and a normal wooden shield will cost you 35 gp and bring you to AC 2 - the best in the party - and you will still be able to move 30'. Upgrade to scale and the price goes up by another 15 gp but your AC goes to 1. However, scale is very heavy and your move drops to 15'. Either way this enables you to take a more aggressive role if you are needed at the front line.

I'm sending you a PM about weapon choices.

LCDM

Grand Lodge

Lost City DM wrote:

Welcome, thzero / Fistep!

Thanks for the tips. haven't quite decided if ranged or melee, mostly its the CON that kinda drags things down. I'll look at the specialization rules and decide.


Ok.

Dark Archive

Our Cleric has bowed out and we need a replacement. We haven't gone very far in the game.

Anyone interested please let me know here.

General character generation rules are in THIS POST. See the Campaign Page for more details on Character Generation.

Dark Archive

Still looking for a replacement player!

There's room for one... we need a cleric in particular.

Liberty's Edge

I would be interested, but I will need a little time to read the rules and such, if that is ok. I will start by rolling my stats. It has been some time since I walked the lands of The Known World...it is good to see someone bringing it back!

Stats:

Str: 4d6 ⇒ (6, 2, 5, 6) = 19 17
Dex: 4d6 ⇒ (6, 6, 1, 2) = 15 14
Con: 4d6 ⇒ (1, 2, 1, 3) = 7 06
Int: 4d6 ⇒ (4, 2, 3, 3) = 12 10
Wis: 4d6 ⇒ (6, 5, 6, 3) = 20 17
Cha: 4d6 ⇒ (5, 1, 4, 3) = 13 12

well, other than that 6, pretty good stats! Any chance of re-rolling that one?

Dark Archive

Hello Daniel! And welcome!

With two 17s and a 14 you have a decent character here, so I wouldn't worry about the 6 too much... it will make things interesting, to be sure, but let's see how it looks. Note though that you are using the order of scores from 3.5/PF. The actual B/X order is: STR, INT, WIS, DEX, CON, CHA.

So you rolled:
STR 17, INT 14, WIS 6, DEX 10, CON 17, CHA 12.

These stats would make for a fine fighter, though what we were hoping for was a cleric.

If you choose Cleric as a class then this allows you to take your highest score and swap it with WIS. So you could in this case swap CON or STR with WIS. Once you have done that you would also be able to drain 2 points from INT or STR to increase WIS by 1 if you wish.

Normally I would think that playing with a 6 CON would be suicide in the long term. So I would swap with STR. That leaves you with:
STR 6, INT 14, WIS 17, DEX 10, CON 17, CHA 12. (note you could also drop that 14 INT to 12 to bring WIS to 18 if you like).

This makes a cleric who has lots of HP and good casting abilities but is very weak in combat. Note though that since under these rules light weapons use DEX to hit this is not as bad as it might otherwise be. Nevertheless this character will not hit hard. So there would be some options here:

1. Since we are essentially pushing you to be a cleric, if you like I will allow you to swap INT and STR, which would leave you with STR 14 and INT 6. That would make a fairly decent conventional cleric, though with an INT of 6 he/she will be a slow thinker and very uneducated. It might be entertaining to play someone like that.

2. If you wish to keep to STR 6 INT 14 then you can play a straight cleric who uses light weapons such as slings and batons. But I would suggest the shaman variant of this class (which is not in the main document). The Shaman has the limitation that he may only use weapons and armor of natural materials (like a druid), so leather armor and wooden shields at best, making him rather squishy. But the advantage is that you get your spells as a cleric 1 level higher (so you get spells at 1st level) and you also add your WIS bonus to any healing you cast.

3. I suppose a third option would be to swap CON to 6 instead of STR. This would be very risky as it would be a -2 hp per hit die.

4. Don't play a cleric. There is another person interested and assuming he joins if he makes a cleric then we can go ahead. On the other hand, there's nothing wrong with two clerics.

Let me know what you think.

LCDM


I have no problem being a cleric <3 <3 <3

STR: 4d6 ⇒ (2, 1, 6, 5) = 14 13
INT: 4d6 ⇒ (3, 3, 6, 5) = 17 14
WIS: 4d6 ⇒ (3, 1, 6, 1) = 11 10
DEX: 4d6 ⇒ (1, 3, 5, 6) = 15 14
CON: 4d6 ⇒ (1, 6, 3, 1) = 11 10
CHA: 4d6 ⇒ (5, 1, 3, 3) = 12 11

oooooooooooooh, not bad rolls at all xD

I could probably switch INT and WIS for a Cleric <3

Wealth: 3d6 ⇒ (1, 6, 4) = 11 110 GP

Equipment:

Studded Leather (30 GP, 25 LBS)
Normal Shield (20 GP, unencumbered)
Mace (4 GP, 5 LBS) 1d6
Backpack (5 GP)
Bandages (10) (2 GP)
Holy Symbol (25 GP) 94 GP
Papyrus (10 sheets) (1 GP)
Ink Vial (3 GP)
Quill Pens (10) (1 GP)
Whistle (1 SP)
Tinder Box (3 GP)
Candles (10) (1 GP)
1 Week Normal Rations (1 GP)
Total: 13 GP 9 SP remaining

Dark Archive

The Council GM wrote:

I have no problem being a cleric <3 <3 <3

[dice= STR] 4d6= 13
[dice= INT] 4d6= 14
[dice= WIS] 4d6= 10
[dice= DEX] 4d6= 14
[dice= CON] 4d6= 10
[dice= CHA] 4d6= 11

oooooooooooooh, not bad rolls at all xD

I could probably switch INT and WIS for a Cleric <3

[dice= Wealth] 3d6= 110 GP

This array is not outstanding in any' one area but is all-around decent. The balance of DEX and STR means this cleric would likely make a decent mace-and-shield fighter. No CON bonus means you will want the best AC you can afford.

You will need to choose an alignment and gender. As discussed earlier, if you are playing a cleric you do not choose a patron deity at 1st level. You would venerate a pantheon, and within that pantheon you would call on different deities for different things. Some deities are members of more than one pantheon. So you would need to be a member of a "church," but would not have a patron deity.

Some churches (I intend to flesh these out a bit more later on):

Church of Thyatis: the "standard" church, based on Catholicism. The soul is stained by sin but these stains can be removed through atoning acts.
Church of Traladara: the "Slavic" church. Sins are expiated by living a good life and fortune-telling is important.
Church of Norlandr: the "Viking" church. Bravery in battle, keeping ones oaths, and honouring kin are virtues.
Church of Atruaghin: the "Native American" church. We are guided by spirits that inhabit all things.
Church of Ylaruam: the "Arabic/Islam" church. Obedience to the immortals is of prime importance.
Church of Ierendi: the "Classic Greek Revival" church. Attention of the immortals falls on those who achieve glory through physical and martial achievements.
Church of Glantri: the "Wizard" church. Knowledge is power. Reason and Logic are the primary tools of civilized man.


Ah ok- on that note let me update my post xD xD xD


Class: Female Human Cleric
Lawful Cleric of the Church of Ylaruam

STATS:
STR 13
INT 10
WIS 14
DEX 14
CON 10
CHA 11

Equipment:

Studded Leather (30 GP, 25 LBS)
Normal Shield (20 GP, unencumbered)
Mace (4 GP, 5 LBS) 1d6
Sling (1 GP, 0 LBS) 1d4
Sling Bullets, Pouch (50) (5 GP)
Backpack (5 GP)
Bandages (10) (2 GP)
Holy Symbol (25 GP) 94 GP
Papyrus (10 sheets) (1 GP)
Ink Vial (3 GP)
Quill Pens (10) (1 GP)
Whistle (1 SP)
Tinder Box (3 GP)
Candles (10) (1 GP)
1 Week Normal Rations (1 GP)
1 Water/Wine Skin (1 GP)
Total: 6 GP 9 SP remaining

Dark Archive

For Daniel and CouncilGM:

If you are both joining, one thing I would like is for your respective faiths be at least a little different. If you are both going to be the same gender then your alignments should be different (you may choose either Lawful or Neutral). I would also prefer you to be from different "churches."

You don't need a lot of back story; just a bit about what kind of upbringing you had and why your character chose a life of adventure.

Dark Archive

The Council GM wrote:

Class: Male Human Cleric

Chaotic Cleric of the Church of Norlandr

Re equipment:

1. You may want a ranged weapon, like a sling. If you are holding the shield then reloading the sling is tough, but you can also just throw the sling bullets when you don't want to drop the shield.
2. You should have at least one waterskin. You have been travelling in the desert.
3. Scale armor costs another 10 GP and would slow you down considerably, but would improve your AC by one. Worth considering.


My bad- I normally don't do that.

I haven't even read the other persons' stuff, whoops! LMAO! One second and I'll update again!

In addition to the weapons and all that, I'd have to respec everything xD *and I still don't even have holy water, LOL*

I'm Jewishly Frugal *hence the Arabic religion change*- blame it on my internships that I can't escape that even in Anon PbP's LOL

HP: 1d6 + 1d4 ⇒ (6) + (3) = 9 9 HP

Dark Archive

Actually if you want to be chaotic and part of the church of Norlandr I'm OK with that - most of the churches would not allow a chaotic cleric but that one would be plausible. But Ylari is good also as they would be more likely to be hired for a desert expedition.

Holy water is nice but it is unlikely that you can afford it now so don't worry about it.

Daniel has not done anything yet aside from rolling stats so you aren't contradicting anything.

I'm going offline now for several hours and may not be able to post again until 4AM local time (about 8 hours from now). So I won't be able to give you much feedback from now until then. But go ahead and get an avatar ready for your character.

LCDM


Adding a cleric and a shaman, who can cast at level 1, would be great.

Dark Archive

Zynazyr wrote:
Adding a cleric and a shaman, who can cast at level 1, would be great.

It's a good combo, even if you are splitting the XP 7 ways.

If you only had 1 cleric I would generally say go straight cleric. But with more than one cleric, having a shaman is much more practical.

Dark Archive

One thing to note: anywhere in the rules Ability Scores and bonuses are referred to differently. If the score is written out (i.e. "Strength") then that refers to the actual score. If a short form is used in all caps (i.e. "STR") then this refers to the bonus for that score.

Here's a template you can use for your character sheet. You can just click "reply" to be able to copy and paste all the text.

Bob The Sample Character

Gender Character Class
Nationality (optional)
Level: 1
XP: XXX (start value) (+XP bonus%, next level at XXXX)
Alignment: (i.e. Lawful)

ABILITIES

Strength: 14 (STR +1)
Intelligence: 10 (INT 0)
Wisdom: 08 (WIS -1)
Dexterity: 16 (DEX +2)
Constitution: 17 (CON +3)
Charisma: 05 (CHA -2)

HP: XX/XX (1d4+1dN+CONx2)
AC: N (9 - [Armour Value + Block Bonus + DEX Bonus])
Progression: N/N per level (round up)
Combat Move: XX'

SAVING THROWS
Base: F+X A+X, C+X, D+X H+X, W+X

FORCE: XX 20 - (Base + STR + progression)
ALERTNESS: XX 20 - (Base + INT + progression)
CHARM: XX 20 - (Base + WIS + progression)
DODGE: XX 20 - (Base + DEX + progression)
HEALTH: XX 20 - (Base + CON + progression)
WILL: XX 20 - (Base + CHA + progression)[/b]

PERCEPTION
Find Traps: N in 6
Find Secret Doors: N in 6
Hear Noise: N in 6
Other: N in 6 (i.e. detect evil, detect magic)

ATTACKS

THACO (light weapons): XX (20 - (DEX + progression))
e.g. Dagger: Damage 1d4

THACO (normal weapons): XX (20 - (lower of STR or DEX + progression))
e.g. Normal Sword: Damage 1d8+1

THACO (two-handed weapons): XX (20 - (STR + progression))
e.g. Battleaxe: Damage 1d10+2

Dark Archive

Part 2 of the sample character sheet:

CLERIC ABILITIES

Detect Evil: 1 in 6
Lay on Hands: 1d4 HP 1/day
Turn Undead: Roll 2d6+WIS:

12+ affects 2HD undead
10+ affects 1HD undead
8+ affects 0HD undead
(mindless undead count as -1 HD)

If successful, roll 2d6+WIS to determine total HD affected

GEAR

ENCUMBRANCE
XX Armor Weight
+XX Shield Weight
+XX Weapons Weight
+08 Equipment Weight
-XX Strength bonus (STR x 10)
---
XX Total Equipment Weight

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